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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- using libsecondlife;
- namespace OpenSim.Region.Physics.Meshing
- {
- public class MeshmerizerPlugin : IMeshingPlugin
- {
- public MeshmerizerPlugin()
- {
- }
- public string GetName()
- {
- return "Meshmerizer";
- }
- public IMesher GetMesher()
- {
- return new Meshmerizer();
- }
- }
- public class Meshmerizer : IMesher
- {
- //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- // Setting baseDir to a path will enable the dumping of raw files
- // raw files can be imported by blender so a visual inspection of the results can be done
- // const string baseDir = "rawFiles";
- private const string baseDir = null; //"rawFiles";
- private const float DEG_TO_RAD = 0.01745329238f;
- // TODO: unused
- // private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2,
- // PhysicsVector r2, ref float lambda, ref float mu)
- // {
- // // p1, p2, points on the straight
- // // r1, r2, directional vectors of the straight. Not necessarily of length 1!
- // // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
- // // thus allowing to decide whether an intersection is between two points
- // float r1x = r1.X;
- // float r1y = r1.Y;
- // float r2x = r2.X;
- // float r2y = r2.Y;
- // float denom = r1y*r2x - r1x*r2y;
- // if (denom == 0.0)
- // {
- // lambda = Single.NaN;
- // mu = Single.NaN;
- // return;
- // }
- // float p1x = p1.X;
- // float p1y = p1.Y;
- // float p2x = p2.X;
- // float p2y = p2.Y;
- // lambda = (-p2x*r2y + p1x*r2y + (p2y - p1y)*r2x)/denom;
- // mu = (-p2x*r1y + p1x*r1y + (p2y - p1y)*r1x)/denom;
- // }
- private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v)
- {
- List<Triangle> influenced = new List<Triangle>();
- foreach (Triangle t in triangles)
- {
- if (t.isInCircle(v.X, v.Y))
- {
- influenced.Add(t);
- }
- }
- return influenced;
- }
- private static void InsertVertices(List<Vertex> vertices, int usedForSeed, List<Triangle> triangles)
- {
- // This is a variant of the delaunay algorithm
- // each time a new vertex is inserted, all triangles that are influenced by it are deleted
- // and replaced by new ones including the new vertex
- // It is not very time efficient but easy to implement.
- int iCurrentVertex;
- int iMaxVertex = vertices.Count;
- for (iCurrentVertex = usedForSeed; iCurrentVertex < iMaxVertex; iCurrentVertex++)
- {
- // Background: A triangle mesh fulfills the delaunay condition if (iff!)
- // each circumlocutory circle (i.e. the circle that touches all three corners)
- // of each triangle is empty of other vertices.
- // Obviously a single (seeding) triangle fulfills this condition.
- // If we now add one vertex, we need to reconstruct all triangles, that
- // do not fulfill this condition with respect to the new triangle
- // Find the triangles that are influenced by the new vertex
- Vertex v = vertices[iCurrentVertex];
- if (v == null)
- continue; // Null is polygon stop marker. Ignore it
- List<Triangle> influencedTriangles = FindInfluencedTriangles(triangles, v);
- List<Simplex> simplices = new List<Simplex>();
- // Reconstruction phase. First step, dissolve each triangle into it's simplices,
- // i.e. it's "border lines"
- // Goal is to find "inner" borders and delete them, while the hull gets conserved.
- // Inner borders are special in the way that they always come twice, which is how we detect them
- foreach (Triangle t in influencedTriangles)
- {
- List<Simplex> newSimplices = t.GetSimplices();
- simplices.AddRange(newSimplices);
- triangles.Remove(t);
- }
- // Now sort the simplices. That will make identical ones reside side by side in the list
- simplices.Sort();
- // Look for duplicate simplices here.
- // Remember, they are directly side by side in the list right now,
- // So we only check directly neighbours
- int iSimplex;
- List<Simplex> innerSimplices = new List<Simplex>();
- for (iSimplex = 1; iSimplex < simplices.Count; iSimplex++) // Startindex=1, so we can refer backwards
- {
- if (simplices[iSimplex - 1].CompareTo(simplices[iSimplex]) == 0)
- {
- innerSimplices.Add(simplices[iSimplex - 1]);
- innerSimplices.Add(simplices[iSimplex]);
- }
- }
- foreach (Simplex s in innerSimplices)
- {
- simplices.Remove(s);
- }
- // each simplex still in the list belongs to the hull of the region in question
- // The new vertex (yes, we still deal with verices here :-)) forms a triangle
- // with each of these simplices. Build the new triangles and add them to the list
- foreach (Simplex s in simplices)
- {
- Triangle t = new Triangle(s.v1, s.v2, vertices[iCurrentVertex]);
- if (!t.isDegraded())
- {
- triangles.Add(t);
- }
- }
- }
- }
- private static SimpleHull BuildHoleHull(PrimitiveBaseShape pbs, ProfileShape pshape, HollowShape hshape, UInt16 hollowFactor)
- {
- // Tackle HollowShape.Same
- float fhollowFactor = (float)hollowFactor;
- switch (pshape)
- {
- case ProfileShape.Square:
- if (hshape == HollowShape.Same)
- hshape= HollowShape.Square;
- break;
- case ProfileShape.EquilateralTriangle:
- fhollowFactor = ((float)hollowFactor / 1.9f);
- if (hshape == HollowShape.Same)
- {
- hshape = HollowShape.Triangle;
- }
- break;
- case ProfileShape.HalfCircle:
- case ProfileShape.Circle:
- if (pbs.PathCurve == (byte)Extrusion.Straight)
- {
- if (hshape == HollowShape.Same)
- {
- hshape = HollowShape.Circle;
- }
- }
- break;
- default:
- if (hshape == HollowShape.Same)
- hshape= HollowShape.Square;
- break;
- }
- SimpleHull holeHull = null;
- if (hshape == HollowShape.Square)
- {
- float hollowFactorF = (float)fhollowFactor / (float)50000;
- Vertex IMM;
- Vertex IPM;
- Vertex IPP;
- Vertex IMP;
- if (pshape == ProfileShape.Circle)
- { // square cutout in cylinder is 45 degress rotated
- IMM = new Vertex(0.0f, -0.707f * hollowFactorF, 0.0f);
- IPM = new Vertex(0.707f * hollowFactorF, 0.0f, 0.0f);
- IPP = new Vertex(0.0f, 0.707f * hollowFactorF, 0.0f);
- IMP = new Vertex(-0.707f * hollowFactorF, 0.0f, 0.0f);
- }
- else if (pshape == ProfileShape.EquilateralTriangle)
- {
- IMM = new Vertex(0.0f, -0.667f * hollowFactorF, 0.0f);
- IPM = new Vertex(0.667f * hollowFactorF, 0.0f, 0.0f);
- IPP = new Vertex(0.0f, 0.667f * hollowFactorF, 0.0f);
- IMP = new Vertex(-0.667f * hollowFactorF, 0.0f, 0.0f);
- }
- else
- {
- IMM = new Vertex(-0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
- IPM = new Vertex(+0.5f * hollowFactorF, -0.5f * hollowFactorF, 0.0f);
- IPP = new Vertex(+0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
- IMP = new Vertex(-0.5f * hollowFactorF, +0.5f * hollowFactorF, 0.0f);
- }
- holeHull = new SimpleHull();
- holeHull.AddVertex(IMM);
- holeHull.AddVertex(IMP);
- holeHull.AddVertex(IPP);
- holeHull.AddVertex(IPM);
- }
- //if (hshape == HollowShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
- if (hshape == HollowShape.Circle)
- {
- float hollowFactorF = (float)fhollowFactor / (float)50000;
- //Vertex IQ1Q15 = new Vertex(-0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f);
- //Vertex IQ1Q16 = new Vertex(-0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f);
- //Vertex IQ1Q17 = new Vertex(-0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f);
- //Vertex IQ1Q18 = new Vertex(-0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f);
- //Vertex IQ1Q19 = new Vertex(-0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f);
- //Vertex IQ2Q10 = new Vertex(+0.0f * hollowFactorF, -0.50f * hollowFactorF, 0.0f);
- //Vertex IQ2Q11 = new Vertex(+0.11f * hollowFactorF, -0.48f * hollowFactorF, 0.0f);
- //Vertex IQ2Q12 = new Vertex(+0.18f * hollowFactorF, -0.46f * hollowFactorF, 0.0f);
- //Vertex IQ2Q13 = new Vertex(+0.24f * hollowFactorF, -0.43f * hollowFactorF, 0.0f);
- //Vertex IQ2Q14 = new Vertex(+0.30f * hollowFactorF, -0.40f * hollowFactorF, 0.0f);
- //Vertex IQ2Q15 = new Vertex(+0.35f * hollowFactorF, -0.35f * hollowFactorF, 0.0f);
- //Vertex IQ2Q16 = new Vertex(+0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f);
- //Vertex IQ2Q17 = new Vertex(+0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f);
- //Vertex IQ2Q18 = new Vertex(+0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f);
- //Vertex IQ2Q19 = new Vertex(+0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f);
- //Vertex IQ2Q20 = new Vertex(+0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f);
- //Vertex IQ2Q21 = new Vertex(+0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f);
- //Vertex IQ2Q22 = new Vertex(+0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f);
- //Vertex IQ2Q23 = new Vertex(+0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f);
- //Vertex IQ2Q24 = new Vertex(+0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f);
- //Vertex IQ2Q25 = new Vertex(+0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f);
- //Vertex IQ2Q26 = new Vertex(+0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f);
- //Vertex IQ2Q27 = new Vertex(+0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f);
- //Vertex IQ2Q28 = new Vertex(+0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f);
- //Vertex IQ2Q29 = new Vertex(+0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f);
- //Vertex IQ1Q20 = new Vertex(+0.0f * hollowFactorF, +0.50f * hollowFactorF, 0.0f);
- //Vertex IQ1Q21 = new Vertex(-0.11f * hollowFactorF, +0.48f * hollowFactorF, 0.0f);
- //Vertex IQ1Q22 = new Vertex(-0.18f * hollowFactorF, +0.46f * hollowFactorF, 0.0f);
- //Vertex IQ1Q23 = new Vertex(-0.24f * hollowFactorF, +0.43f * hollowFactorF, 0.0f);
- //Vertex IQ1Q24 = new Vertex(-0.30f * hollowFactorF, +0.40f * hollowFactorF, 0.0f);
- //Vertex IQ1Q25 = new Vertex(-0.35f * hollowFactorF, +0.35f * hollowFactorF, 0.0f);
- //Vertex IQ1Q26 = new Vertex(-0.40f * hollowFactorF, +0.30f * hollowFactorF, 0.0f);
- //Vertex IQ1Q27 = new Vertex(-0.43f * hollowFactorF, +0.24f * hollowFactorF, 0.0f);
- //Vertex IQ1Q28 = new Vertex(-0.46f * hollowFactorF, +0.18f * hollowFactorF, 0.0f);
- //Vertex IQ1Q29 = new Vertex(-0.48f * hollowFactorF, +0.11f * hollowFactorF, 0.0f);
- //Vertex IQ1Q10 = new Vertex(-0.50f * hollowFactorF, +0.0f * hollowFactorF, 0.0f);
- //Vertex IQ1Q11 = new Vertex(-0.48f * hollowFactorF, -0.11f * hollowFactorF, 0.0f);
- //Vertex IQ1Q12 = new Vertex(-0.46f * hollowFactorF, -0.18f * hollowFactorF, 0.0f);
- //Vertex IQ1Q13 = new Vertex(-0.43f * hollowFactorF, -0.24f * hollowFactorF, 0.0f);
- //Vertex IQ1Q14 = new Vertex(-0.40f * hollowFactorF, -0.30f * hollowFactorF, 0.0f);
- //Counter clockwise around the quadrants
- holeHull = new SimpleHull();
- //holeHull.AddVertex(IQ1Q15);
- //holeHull.AddVertex(IQ1Q14);
- //holeHull.AddVertex(IQ1Q13);
- //holeHull.AddVertex(IQ1Q12);
- //holeHull.AddVertex(IQ1Q11);
- //holeHull.AddVertex(IQ1Q10);
- //holeHull.AddVertex(IQ1Q29);
- //holeHull.AddVertex(IQ1Q28);
- //holeHull.AddVertex(IQ1Q27);
- //holeHull.AddVertex(IQ1Q26);
- //holeHull.AddVertex(IQ1Q25);
- //holeHull.AddVertex(IQ1Q24);
- //holeHull.AddVertex(IQ1Q23);
- //holeHull.AddVertex(IQ1Q22);
- //holeHull.AddVertex(IQ1Q21);
- //holeHull.AddVertex(IQ1Q20);
- //holeHull.AddVertex(IQ2Q29);
- //holeHull.AddVertex(IQ2Q28);
- //holeHull.AddVertex(IQ2Q27);
- //holeHull.AddVertex(IQ2Q26);
- //holeHull.AddVertex(IQ2Q25);
- //holeHull.AddVertex(IQ2Q24);
- //holeHull.AddVertex(IQ2Q23);
- //holeHull.AddVertex(IQ2Q22);
- //holeHull.AddVertex(IQ2Q21);
- //holeHull.AddVertex(IQ2Q20);
- //holeHull.AddVertex(IQ2Q19);
- //holeHull.AddVertex(IQ2Q18);
- //holeHull.AddVertex(IQ2Q17);
- //holeHull.AddVertex(IQ2Q16);
- //holeHull.AddVertex(IQ2Q15);
- //holeHull.AddVertex(IQ2Q14);
- //holeHull.AddVertex(IQ2Q13);
- //holeHull.AddVertex(IQ2Q12);
- //holeHull.AddVertex(IQ2Q11);
- //holeHull.AddVertex(IQ2Q10);
- //holeHull.AddVertex(IQ1Q19);
- //holeHull.AddVertex(IQ1Q18);
- //holeHull.AddVertex(IQ1Q17);
- //holeHull.AddVertex(IQ1Q16);
- holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees
- holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 30 degrees
- holeHull.AddVertex(new Vertex(0.482963f * hollowFactorF, 0.129410f * hollowFactorF, 0.0f)); // 15 degrees
- holeHull.AddVertex(new Vertex(0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 0 degrees
- holeHull.AddVertex(new Vertex(0.482963f * hollowFactorF, -0.129410f * hollowFactorF, 0.0f)); // 345 degrees
- holeHull.AddVertex(new Vertex(0.433013f * hollowFactorF, -0.250000f * hollowFactorF, 0.0f)); // 330 degrees
- holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, -0.353553f * hollowFactorF, 0.0f)); // 315 degrees
- holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, -0.433013f * hollowFactorF, 0.0f)); // 300 degrees
- holeHull.AddVertex(new Vertex(0.129410f * hollowFactorF, -0.482963f * hollowFactorF, 0.0f)); // 285 degrees
- holeHull.AddVertex(new Vertex(0.000000f * hollowFactorF, -0.500000f * hollowFactorF, 0.0f)); // 270 degrees
- holeHull.AddVertex(new Vertex(-0.129410f * hollowFactorF, -0.482963f * hollowFactorF, 0.0f)); // 255 degrees
- holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, -0.433013f * hollowFactorF, 0.0f)); // 240 degrees
- holeHull.AddVertex(new Vertex(-0.353553f * hollowFactorF, -0.353553f * hollowFactorF, 0.0f)); // 225 degrees
- holeHull.AddVertex(new Vertex(-0.433013f * hollowFactorF, -0.250000f * hollowFactorF, 0.0f)); // 210 degrees
- holeHull.AddVertex(new Vertex(-0.482963f * hollowFactorF, -0.129410f * hollowFactorF, 0.0f)); // 195 degrees
- holeHull.AddVertex(new Vertex(-0.500000f * hollowFactorF, 0.000000f * hollowFactorF, 0.0f)); // 180 degrees
- holeHull.AddVertex(new Vertex(-0.482963f * hollowFactorF, 0.129410f * hollowFactorF, 0.0f)); // 165 degrees
- holeHull.AddVertex(new Vertex(-0.433013f * hollowFactorF, 0.250000f * hollowFactorF, 0.0f)); // 150 degrees
- holeHull.AddVertex(new Vertex(-0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 135 degrees
- holeHull.AddVertex(new Vertex(-0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 120 degrees
- holeHull.AddVertex(new Vertex(-0.129410f * hollowFactorF, 0.482963f * hollowFactorF, 0.0f)); // 105 degrees
- holeHull.AddVertex(new Vertex(0.000000f * hollowFactorF, 0.500000f * hollowFactorF, 0.0f)); // 90 degrees
- holeHull.AddVertex(new Vertex(0.129410f * hollowFactorF, 0.482963f * hollowFactorF, 0.0f)); // 75 degrees
- holeHull.AddVertex(new Vertex(0.250000f * hollowFactorF, 0.433013f * hollowFactorF, 0.0f)); // 60 degrees
- holeHull.AddVertex(new Vertex(0.353553f * hollowFactorF, 0.353553f * hollowFactorF, 0.0f)); // 45 degrees
- }
- if (hshape == HollowShape.Triangle)
- {
- float hollowFactorF = (float)fhollowFactor / (float)50000;
- Vertex IMM;
- Vertex IPM;
- Vertex IPP;
- if (pshape == ProfileShape.Square)
- {
- // corner points are at 345, 105, and 225 degrees for the triangle within a box
- //IMM = new Vertex(((float)Math.Cos(345.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, ((float)Math.Sin(345.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, 0.0f);
- //IPM = new Vertex(((float)Math.Cos(105.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, ((float)Math.Sin(105.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, 0.0f);
- //IPP = new Vertex(((float)Math.Cos(225.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, ((float)Math.Sin(225.0 * DEG_TO_RAD) * 0.5f) * hollowFactorF, 0.0f);
- // hard coded here for speed, the equations are in the commented out lines above
- IMM = new Vertex(0.48296f * hollowFactorF, -0.12941f * hollowFactorF, 0.0f);
- IPM = new Vertex(-0.12941f * hollowFactorF, 0.48296f * hollowFactorF, 0.0f);
- IPP = new Vertex(-0.35355f * hollowFactorF, -0.35355f * hollowFactorF, 0.0f);
- }
- else
- {
- IMM = new Vertex(-0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f);
- IPM = new Vertex(+0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f);
- IPP = new Vertex(-0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f);
- }
- holeHull = new SimpleHull();
- holeHull.AddVertex(IMM);
- holeHull.AddVertex(IPP);
- holeHull.AddVertex(IPM);
- }
- return holeHull;
- }
- private static Mesh CreateBoxMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
- // Builds the z (+ and -) surfaces of a box shaped prim
- {
- UInt16 hollowFactor = primShape.ProfileHollow;
- UInt16 profileBegin = primShape.ProfileBegin;
- UInt16 profileEnd = primShape.ProfileEnd;
- UInt16 taperX = primShape.PathScaleX;
- UInt16 taperY = primShape.PathScaleY;
- UInt16 pathShearX = primShape.PathShearX;
- UInt16 pathShearY = primShape.PathShearY;
- Int16 twistTop = primShape.PathTwistBegin;
- Int16 twistBot = primShape.PathTwist;
- //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
- //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString());
- //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString());
- //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString());
- // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
- // of a block are basically the same
- // They may be warped differently but the shape is identical
- // So we only create one surface as a model and derive both plus and minus surface of the block from it
- // This is done in a model space where the block spans from -.5 to +.5 in X and Y
- // The mapping to Scene space is done later during the "extrusion" phase
- // Base
- Vertex MM = new Vertex(-0.5f, -0.5f, 0.0f);
- Vertex PM = new Vertex(+0.5f, -0.5f, 0.0f);
- Vertex PP = new Vertex(+0.5f, +0.5f, 0.0f);
- Vertex MP = new Vertex(-0.5f, +0.5f, 0.0f);
- SimpleHull outerHull = new SimpleHull();
- //outerHull.AddVertex(MM);
- //outerHull.AddVertex(PM);
- //outerHull.AddVertex(PP);
- //outerHull.AddVertex(MP);
- outerHull.AddVertex(PP);
- outerHull.AddVertex(MP);
- outerHull.AddVertex(MM);
- outerHull.AddVertex(PM);
- // Deal with cuts now
- if ((profileBegin != 0) || (profileEnd != 0))
- {
- double fProfileBeginAngle = profileBegin/50000.0*360.0;
- // In degree, for easier debugging and understanding
- fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
- double fProfileEndAngle = 360.0 - profileEnd/50000.0*360.0; // Pathend comes as complement to 1.0
- fProfileEndAngle -= (90.0 + 45.0);
- if (fProfileBeginAngle < fProfileEndAngle)
- fProfileEndAngle -= 360.0;
- // Note, that we don't want to cut out a triangle, even if this is a
- // good approximation for small cuts. Indeed we want to cut out an arc
- // and we approximate this arc by a polygon chain
- // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
- // So it can easily be subtracted from the outer hull
- int iSteps = (int) (((fProfileBeginAngle - fProfileEndAngle)/45.0) + .5);
- // how many steps do we need with approximately 45 degree
- double dStepWidth = (fProfileBeginAngle - fProfileEndAngle)/iSteps;
- Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
- // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
- SimpleHull cutHull = new SimpleHull();
- cutHull.AddVertex(origin);
- for (int i = 0; i < iSteps; i++)
- {
- double angle = fProfileBeginAngle - i*dStepWidth; // we count against the angle orientation!!!!
- Vertex v = Vertex.FromAngle(angle*Math.PI/180.0);
- cutHull.AddVertex(v);
- }
- Vertex legEnd = Vertex.FromAngle(fProfileEndAngle*Math.PI/180.0);
- // Calculated separately to avoid errors
- cutHull.AddVertex(legEnd);
- //m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
- SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
- outerHull = cuttedHull;
- }
- // Deal with the hole here
- if (hollowFactor > 0)
- {
- SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
- if (holeHull != null)
- {
- SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
- outerHull = hollowedHull;
- }
- }
- Mesh m = new Mesh();
- Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
- Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
- Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
- m.Add(Seed1);
- m.Add(Seed2);
- m.Add(Seed3);
- m.Add(new Triangle(Seed1, Seed2, Seed3));
- m.Add(outerHull.getVertices());
- InsertVertices(m.vertices, 3, m.triangles);
- m.DumpRaw(baseDir, primName, "Proto first Mesh");
- m.Remove(Seed1);
- m.Remove(Seed2);
- m.Remove(Seed3);
- m.DumpRaw(baseDir, primName, "Proto seeds removed");
- m.RemoveTrianglesOutside(outerHull);
- m.DumpRaw(baseDir, primName, "Proto outsides removed");
- foreach (Triangle t in m.triangles)
- {
- PhysicsVector n = t.getNormal();
- if (n.Z < 0.0)
- t.invertNormal();
- }
- Extruder extr = new Extruder();
- extr.size = size;
- if (taperX != 100)
- {
- if (taperX > 100)
- {
- extr.taperTopFactorX = 1.0f - ((float)taperX / 200);
- //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
- }
- else
- {
- extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
- //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
- }
- }
- if (taperY != 100)
- {
- if (taperY > 100)
- {
- extr.taperTopFactorY = 1.0f - ((float)taperY / 200);
- //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
- }
- else
- {
- extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
- //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
- }
- }
- if (pathShearX != 0)
- {
- if (pathShearX > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
- // m_log.Warn("pushX: " + extr.pushX);
- }
- else
- {
- extr.pushX = (float)pathShearX / 100;
- // m_log.Warn("pushX: " + extr.pushX);
- }
- }
- if (pathShearY != 0)
- {
- if (pathShearY > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
- //m_log.Warn("pushY: " + extr.pushY);
- }
- else
- {
- extr.pushY = (float)pathShearY / 100;
- //m_log.Warn("pushY: " + extr.pushY);
- }
- }
- if (twistTop != 0)
- {
- extr.twistTop = 180 * ((float)twistTop / 100);
- if (extr.twistTop > 0)
- {
- extr.twistTop = 360 - (-1 * extr.twistTop);
- }
- extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
- }
- float twistMid = ((twistTop + twistBot) * 0.5f);
- if (twistMid != 0)
- {
- extr.twistMid = 180 * ((float)twistMid / 100);
- if (extr.twistMid > 0)
- {
- extr.twistMid = 360 - (-1 * extr.twistMid);
- }
- extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
- }
- if (twistBot != 0)
- {
- extr.twistBot = 180 * ((float)twistBot / 100);
- if (extr.twistBot > 0)
- {
- extr.twistBot = 360 - (-1 * extr.twistBot);
- }
- extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
- }
- Mesh result = extr.Extrude(m);
- result.DumpRaw(baseDir, primName, "Z extruded");
- return result;
- }
- private static Mesh CreateCylinderMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
- // Builds the z (+ and -) surfaces of a box shaped prim
- {
- UInt16 hollowFactor = primShape.ProfileHollow;
- UInt16 profileBegin = primShape.ProfileBegin;
- UInt16 profileEnd = primShape.ProfileEnd;
- UInt16 taperX = primShape.PathScaleX;
- UInt16 taperY = primShape.PathScaleY;
- UInt16 pathShearX = primShape.PathShearX;
- UInt16 pathShearY = primShape.PathShearY;
- Int16 twistBot = primShape.PathTwist;
- Int16 twistTop = primShape.PathTwistBegin;
- // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
- // of a block are basically the same
- // They may be warped differently but the shape is identical
- // So we only create one surface as a model and derive both plus and minus surface of the block from it
- // This is done in a model space where the block spans from -.5 to +.5 in X and Y
- // The mapping to Scene space is done later during the "extrusion" phase
- // Base
- // Q1Q15 = Quadrant 1, Quadrant1, Vertex 5
- //Vertex Q1Q15 = new Vertex(-0.35f, -0.35f, 0.0f);
- //Vertex Q1Q16 = new Vertex(-0.30f, -0.40f, 0.0f);
- //Vertex Q1Q17 = new Vertex(-0.24f, -0.43f, 0.0f);
- //Vertex Q1Q18 = new Vertex(-0.18f, -0.46f, 0.0f);
- //Vertex Q1Q19 = new Vertex(-0.11f, -0.48f, 0.0f);
- //Vertex Q2Q10 = new Vertex(+0.0f, -0.50f, 0.0f);
- //Vertex Q2Q11 = new Vertex(+0.11f, -0.48f, 0.0f);
- //Vertex Q2Q12 = new Vertex(+0.18f, -0.46f, 0.0f);
- //Vertex Q2Q13 = new Vertex(+0.24f, -0.43f, 0.0f);
- //Vertex Q2Q14 = new Vertex(+0.30f, -0.40f, 0.0f);
- //Vertex Q2Q15 = new Vertex(+0.35f, -0.35f, 0.0f);
- //Vertex Q2Q16 = new Vertex(+0.40f, -0.30f, 0.0f);
- //Vertex Q2Q17 = new Vertex(+0.43f, -0.24f, 0.0f);
- //Vertex Q2Q18 = new Vertex(+0.46f, -0.18f, 0.0f);
- //Vertex Q2Q19 = new Vertex(+0.48f, -0.11f, 0.0f);
- //Vertex Q2Q20 = new Vertex(+0.50f, +0.0f, 0.0f);
- //Vertex Q2Q21 = new Vertex(+0.48f, +0.11f, 0.0f);
- //Vertex Q2Q22 = new Vertex(+0.46f, +0.18f, 0.0f);
- //Vertex Q2Q23 = new Vertex(+0.43f, +0.24f, 0.0f);
- //Vertex Q2Q24 = new Vertex(+0.40f, +0.30f, 0.0f);
- //Vertex Q2Q25 = new Vertex(+0.35f, +0.35f, 0.0f);
- //Vertex Q2Q26 = new Vertex(+0.30f, +0.40f, 0.0f);
- //Vertex Q2Q27 = new Vertex(+0.24f, +0.43f, 0.0f);
- //Vertex Q2Q28 = new Vertex(+0.18f, +0.46f, 0.0f);
- //Vertex Q2Q29 = new Vertex(+0.11f, +0.48f, 0.0f);
- //Vertex Q1Q20 = new Vertex(+0.0f, +0.50f, 0.0f);
- //Vertex Q1Q21 = new Vertex(-0.11f, +0.48f, 0.0f);
- //Vertex Q1Q22 = new Vertex(-0.18f, +0.46f, 0.0f);
- //Vertex Q1Q23 = new Vertex(-0.24f, +0.43f, 0.0f);
- //Vertex Q1Q24 = new Vertex(-0.30f, +0.40f, 0.0f);
- //Vertex Q1Q25 = new Vertex(-0.35f, +0.35f, 0.0f);
- //Vertex Q1Q26 = new Vertex(-0.40f, +0.30f, 0.0f);
- //Vertex Q1Q27 = new Vertex(-0.43f, +0.24f, 0.0f);
- //Vertex Q1Q28 = new Vertex(-0.46f, +0.18f, 0.0f);
- //Vertex Q1Q29 = new Vertex(-0.48f, +0.11f, 0.0f);
- //Vertex Q1Q10 = new Vertex(-0.50f, +0.0f, 0.0f);
- //Vertex Q1Q11 = new Vertex(-0.48f, -0.11f, 0.0f);
- //Vertex Q1Q12 = new Vertex(-0.46f, -0.18f, 0.0f);
- //Vertex Q1Q13 = new Vertex(-0.43f, -0.24f, 0.0f);
- //Vertex Q1Q14 = new Vertex(-0.40f, -0.30f, 0.0f);
- SimpleHull outerHull = new SimpleHull();
- //Clockwise around the quadrants
- //outerHull.AddVertex(Q1Q15);
- //outerHull.AddVertex(Q1Q16);
- //outerHull.AddVertex(Q1Q17);
- //outerHull.AddVertex(Q1Q18);
- //outerHull.AddVertex(Q1Q19);
- //outerHull.AddVertex(Q2Q10);
- //outerHull.AddVertex(Q2Q11);
- //outerHull.AddVertex(Q2Q12);
- //outerHull.AddVertex(Q2Q13);
- //outerHull.AddVertex(Q2Q14);
- //outerHull.AddVertex(Q2Q15);
- //outerHull.AddVertex(Q2Q16);
- //outerHull.AddVertex(Q2Q17);
- //outerHull.AddVertex(Q2Q18);
- //outerHull.AddVertex(Q2Q19);
- //outerHull.AddVertex(Q2Q20);
- //outerHull.AddVertex(Q2Q21);
- //outerHull.AddVertex(Q2Q22);
- //outerHull.AddVertex(Q2Q23);
- //outerHull.AddVertex(Q2Q24);
- //outerHull.AddVertex(Q2Q25);
- //outerHull.AddVertex(Q2Q26);
- //outerHull.AddVertex(Q2Q27);
- //outerHull.AddVertex(Q2Q28);
- //outerHull.AddVertex(Q2Q29);
- //outerHull.AddVertex(Q1Q20);
- //outerHull.AddVertex(Q1Q21);
- //outerHull.AddVertex(Q1Q22);
- //outerHull.AddVertex(Q1Q23);
- //outerHull.AddVertex(Q1Q24);
- //outerHull.AddVertex(Q1Q25);
- //outerHull.AddVertex(Q1Q26);
- //outerHull.AddVertex(Q1Q27);
- //outerHull.AddVertex(Q1Q28);
- //outerHull.AddVertex(Q1Q29);
- //outerHull.AddVertex(Q1Q10);
- //outerHull.AddVertex(Q1Q11);
- //outerHull.AddVertex(Q1Q12);
- //outerHull.AddVertex(Q1Q13);
- //outerHull.AddVertex(Q1Q14);
- // counter-clockwise around the quadrants, start at 45 degrees
- outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees
- outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees
- outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees
- outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees
- outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees
- outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees
- outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees
- outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees
- outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees
- outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees
- outerHull.AddVertex(new Vertex(-0.482963f, -0.129410f, 0.0f)); // 195 degrees
- outerHull.AddVertex(new Vertex(-0.433013f, -0.250000f, 0.0f)); // 210 degrees
- outerHull.AddVertex(new Vertex(-0.353553f, -0.353553f, 0.0f)); // 225 degrees
- outerHull.AddVertex(new Vertex(-0.250000f, -0.433013f, 0.0f)); // 240 degrees
- outerHull.AddVertex(new Vertex(-0.129410f, -0.482963f, 0.0f)); // 255 degrees
- outerHull.AddVertex(new Vertex(0.000000f, -0.500000f, 0.0f)); // 270 degrees
- outerHull.AddVertex(new Vertex(0.129410f, -0.482963f, 0.0f)); // 285 degrees
- outerHull.AddVertex(new Vertex(0.250000f, -0.433013f, 0.0f)); // 300 degrees
- outerHull.AddVertex(new Vertex(0.353553f, -0.353553f, 0.0f)); // 315 degrees
- outerHull.AddVertex(new Vertex(0.433013f, -0.250000f, 0.0f)); // 330 degrees
- outerHull.AddVertex(new Vertex(0.482963f, -0.129410f, 0.0f)); // 345 degrees
- outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees
- outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees
- outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees
- // Deal with cuts now
- if ((profileBegin != 0) || (profileEnd != 0))
- {
- double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
- // In degree, for easier debugging and understanding
- //fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
- double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
- //fProfileEndAngle -= (90.0 + 45.0);
- if (fProfileBeginAngle < fProfileEndAngle)
- fProfileEndAngle -= 360.0;
- // Note, that we don't want to cut out a triangle, even if this is a
- // good approximation for small cuts. Indeed we want to cut out an arc
- // and we approximate this arc by a polygon chain
- // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
- // So it can easily be subtracted from the outer hull
- int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5);
- // how many steps do we need with approximately 45 degree
- double dStepWidth = (fProfileBeginAngle - fProfileEndAngle) / iSteps;
- Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
- // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
- SimpleHull cutHull = new SimpleHull();
- cutHull.AddVertex(origin);
- for (int i = 0; i < iSteps; i++)
- {
- double angle = fProfileBeginAngle - i * dStepWidth; // we count against the angle orientation!!!!
- Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
- cutHull.AddVertex(v);
- }
- Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0);
- // Calculated separately to avoid errors
- cutHull.AddVertex(legEnd);
- // m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
- SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
- outerHull = cuttedHull;
- }
- // Deal with the hole here
- if (hollowFactor > 0)
- {
- SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
- if (holeHull != null)
- {
- SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
- outerHull = hollowedHull;
- }
- }
- Mesh m = new Mesh();
- Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
- Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
- Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
- m.Add(Seed1);
- m.Add(Seed2);
- m.Add(Seed3);
- m.Add(new Triangle(Seed1, Seed2, Seed3));
- m.Add(outerHull.getVertices());
- InsertVertices(m.vertices, 3, m.triangles);
- m.DumpRaw(baseDir, primName, "Proto first Mesh");
- m.Remove(Seed1);
- m.Remove(Seed2);
- m.Remove(Seed3);
- m.DumpRaw(baseDir, primName, "Proto seeds removed");
- m.RemoveTrianglesOutside(outerHull);
- m.DumpRaw(baseDir, primName, "Proto outsides removed");
- foreach (Triangle t in m.triangles)
- {
- PhysicsVector n = t.getNormal();
- if (n.Z < 0.0)
- t.invertNormal();
- }
- Extruder extr = new Extruder();
- extr.size = size;
- //System.Console.WriteLine("taperFactorX: " + taperX.ToString());
- //System.Console.WriteLine("taperFactorY: " + taperY.ToString());
- if (taperX != 100)
- {
- if (taperX > 100)
- {
- extr.taperTopFactorX = 1.0f - ((float)(taperX - 100) / 100);
- //System.Console.WriteLine("taperTopFactorX: " + extr.taperTopFactorX.ToString());
- }
- else
- {
- extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
- //System.Console.WriteLine("taperBotFactorX: " + extr.taperBotFactorX.ToString());
- }
- }
- if (taperY != 100)
- {
- if (taperY > 100)
- {
- extr.taperTopFactorY = 1.0f - ((float)(taperY - 100) / 200);
- // System.Console.WriteLine("taperTopFactorY: " + extr.taperTopFactorY.ToString());
- }
- else
- {
- extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
- //System.Console.WriteLine("taperBotFactorY: " + extr.taperBotFactorY.ToString());
- }
- }
- if (pathShearX != 0)
- {
- if (pathShearX > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
- //m_log.Warn("pushX: " + extr.pushX);
- }
- else
- {
- extr.pushX = (float)pathShearX / 100;
- //m_log.Warn("pushX: " + extr.pushX);
- }
- }
- if (pathShearY != 0)
- {
- if (pathShearY > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
- //m_log.Warn("pushY: " + extr.pushY);
- }
- else
- {
- extr.pushY = (float)pathShearY / 100;
- //m_log.Warn("pushY: " + extr.pushY);
- }
- }
- if (twistTop != 0)
- {
- extr.twistTop = 180 * ((float)twistTop / 100);
- if (extr.twistTop > 0)
- {
- extr.twistTop = 360 - (-1 * extr.twistTop);
- }
- extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
- }
- float twistMid = ((twistTop + twistBot) * 0.5f);
- if (twistMid != 0)
- {
- extr.twistMid = 180 * ((float)twistMid / 100);
- if (extr.twistMid > 0)
- {
- extr.twistMid = 360 - (-1 * extr.twistMid);
- }
- extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
- }
- if (twistBot != 0)
- {
- extr.twistBot = 180 * ((float)twistBot / 100);
- if (extr.twistBot > 0)
- {
- extr.twistBot = 360 - (-1 * extr.twistBot);
- }
- extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
- }
- //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString());
- Mesh result = extr.Extrude(m);
- result.DumpRaw(baseDir, primName, "Z extruded");
- return result;
- }
- private static Mesh CreatePrismMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
- // Builds the z (+ and -) surfaces of a box shaped prim
- {
- UInt16 hollowFactor = primShape.ProfileHollow;
- UInt16 profileBegin = primShape.ProfileBegin;
- UInt16 profileEnd = primShape.ProfileEnd;
- UInt16 taperX = primShape.PathScaleX;
- UInt16 taperY = primShape.PathScaleY;
- UInt16 pathShearX = primShape.PathShearX;
- UInt16 pathShearY = primShape.PathShearY;
- Int16 twistTop = primShape.PathTwistBegin;
- Int16 twistBot = primShape.PathTwist;
- //m_log.Error("pathShear:" + primShape.PathShearX.ToString() + "," + primShape.PathShearY.ToString());
- //m_log.Error("pathTaper:" + primShape.PathTaperX.ToString() + "," + primShape.PathTaperY.ToString());
- //m_log.Error("ProfileBegin:" + primShape.ProfileBegin.ToString() + "," + primShape.ProfileBegin.ToString());
- //m_log.Error("PathScale:" + primShape.PathScaleX.ToString() + "," + primShape.PathScaleY.ToString());
- // Procedure: This is based on the fact that the upper (plus) and lower (minus) Z-surface
- // of a block are basically the same
- // They may be warped differently but the shape is identical
- // So we only create one surface as a model and derive both plus and minus surface of the block from it
- // This is done in a model space where the block spans from -.5 to +.5 in X and Y
- // The mapping to Scene space is done later during the "extrusion" phase
- // Base
- Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
- Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
- Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
- SimpleHull outerHull = new SimpleHull();
- //outerHull.AddVertex(MM);
- //outerHull.AddVertex(PM);
- //outerHull.AddVertex(PP);
- outerHull.AddVertex(PP);
- outerHull.AddVertex(MM);
- outerHull.AddVertex(PM);
- // Deal with cuts now
- if ((profileBegin != 0) || (profileEnd != 0))
- {
- double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
- // In degree, for easier debugging and understanding
- //fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
- double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
- //fProfileEndAngle -= (90.0 + 45.0);
- if (fProfileBeginAngle < fProfileEndAngle)
- fProfileEndAngle -= 360.0;
- // Note, that we don't want to cut out a triangle, even if this is a
- // good approximation for small cuts. Indeed we want to cut out an arc
- // and we approximate this arc by a polygon chain
- // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
- // So it can easily be subtracted from the outer hull
- int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5);
- // how many steps do we need with approximately 45 degree
- double dStepWidth = (fProfileBeginAngle - fProfileEndAngle) / iSteps;
- Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
- // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
- SimpleHull cutHull = new SimpleHull();
- cutHull.AddVertex(origin);
- for (int i = 0; i < iSteps; i++)
- {
- double angle = fProfileBeginAngle - i * dStepWidth; // we count against the angle orientation!!!!
- Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
- cutHull.AddVertex(v);
- }
- Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0);
- // Calculated separately to avoid errors
- cutHull.AddVertex(legEnd);
- //m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
- SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
- outerHull = cuttedHull;
- }
- // Deal with the hole here
- if (hollowFactor > 0)
- {
- SimpleHull holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
- if (holeHull != null)
- {
- SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
- outerHull = hollowedHull;
- }
- }
- Mesh m = new Mesh();
- Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
- Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
- Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
- m.Add(Seed1);
- m.Add(Seed2);
- m.Add(Seed3);
- m.Add(new Triangle(Seed1, Seed2, Seed3));
- m.Add(outerHull.getVertices());
- InsertVertices(m.vertices, 3, m.triangles);
- m.DumpRaw(baseDir, primName, "Proto first Mesh");
- m.Remove(Seed1);
- m.Remove(Seed2);
- m.Remove(Seed3);
- m.DumpRaw(baseDir, primName, "Proto seeds removed");
- m.RemoveTrianglesOutside(outerHull);
- m.DumpRaw(baseDir, primName, "Proto outsides removed");
- foreach (Triangle t in m.triangles)
- {
- PhysicsVector n = t.getNormal();
- if (n.Z < 0.0)
- t.invertNormal();
- }
- Extruder extr = new Extruder();
- extr.size = size;
- if (taperX != 100)
- {
- if (taperX > 100)
- {
- extr.taperTopFactorX = 1.0f - ((float)taperX / 200);
- //System.Console.WriteLine("taperTopFactorX: " + extr.taperTopFactorX.ToString());
- }
- else
- {
- extr.taperBotFactorX = 1.0f - ((100 - (float)taperX) / 100);
- //System.Console.WriteLine("taperBotFactorX: " + extr.taperBotFactorX.ToString());
- }
- }
- if (taperY != 100)
- {
- if (taperY > 100)
- {
- extr.taperTopFactorY = 1.0f - ((float)taperY / 200);
- //System.Console.WriteLine("taperTopFactorY: " + extr.taperTopFactorY.ToString());
- }
- else
- {
- extr.taperBotFactorY = 1.0f - ((100 - (float)taperY) / 100);
- //System.Console.WriteLine("taperBotFactorY: " + extr.taperBotFactorY.ToString());
- }
- }
- if (pathShearX != 0)
- {
- if (pathShearX > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
- // m_log.Warn("pushX: " + extr.pushX);
- }
- else
- {
- extr.pushX = (float)pathShearX / 100;
- // m_log.Warn("pushX: " + extr.pushX);
- }
- }
- if (pathShearY != 0)
- {
- if (pathShearY > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
- //m_log.Warn("pushY: " + extr.pushY);
- }
- else
- {
- extr.pushY = (float)pathShearY / 100;
- //m_log.Warn("pushY: " + extr.pushY);
- }
- }
- if (twistTop != 0)
- {
- extr.twistTop = 180 * ((float)twistTop / 100);
- if (extr.twistTop > 0)
- {
- extr.twistTop = 360 - (-1 * extr.twistTop);
- }
- extr.twistTop = (float)(extr.twistTop * DEG_TO_RAD);
- }
- float twistMid = ((twistTop + twistBot) * 0.5f);
- if (twistMid != 0)
- {
- extr.twistMid = 180 * ((float)twistMid / 100);
- if (extr.twistMid > 0)
- {
- extr.twistMid = 360 - (-1 * extr.twistMid);
- }
- extr.twistMid = (float)(extr.twistMid * DEG_TO_RAD);
- }
- if (twistBot != 0)
- {
- extr.twistBot = 180 * ((float)twistBot / 100);
- if (extr.twistBot > 0)
- {
- extr.twistBot = 360 - (-1 * extr.twistBot);
- }
- extr.twistBot = (float)(extr.twistBot * DEG_TO_RAD);
- }
- Mesh result = extr.Extrude(m);
- result.DumpRaw(baseDir, primName, "Z extruded");
- return result;
- }
- private static Mesh CreateSphereMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
- {
- // Builds an icosahedral geodesic sphere
- // based on an article by Paul Bourke
- // http://local.wasp.uwa.edu.au/~pbourke/
- // articles:
- // http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonmesh/
- // and
- // http://local.wasp.uwa.edu.au/~pbourke/geometry/polyhedra/index.html
- // Still have more to do here.
- UInt16 hollowFactor = primShape.ProfileHollow;
- UInt16 profileBegin = primShape.ProfileBegin;
- UInt16 profileEnd = primShape.ProfileEnd;
- UInt16 taperX = primShape.PathScaleX;
- UInt16 taperY = primShape.PathScaleY;
- UInt16 pathShearX = primShape.PathShearX;
- UInt16 pathShearY = primShape.PathShearY;
- Mesh m = new Mesh();
- float LOD = 0.2f;
- float diameter = 0.5f;// Our object will result in -0.5 to 0.5
- float sq5 = (float) Math.Sqrt(5.0);
- float phi = (1 + sq5) * 0.5f;
- float rat = (float) Math.Sqrt(10f + (2f * sq5)) / (4f * phi);
- float a = (diameter / rat) * 0.5f;
- float b = (diameter / rat) / (2.0f * phi);
- // 12 Icosahedron vertexes
- Vertex v1 = new Vertex(0f, b, -a);
- Vertex v2 = new Vertex(b, a, 0f);
- Vertex v3 = new Vertex(-b, a, 0f);
- Vertex v4 = new Vertex(0f, b, a);
- Vertex v5 = new Vertex(0f, -b, a);
- Vertex v6 = new Vertex(-a, 0f, b);
- Vertex v7 = new Vertex(0f, -b, -a);
- Vertex v8 = new Vertex(a, 0f, -b);
- Vertex v9 = new Vertex(a, 0f, b);
- Vertex v10 = new Vertex(-a, 0f, -b);
- Vertex v11 = new Vertex(b, -a, 0);
- Vertex v12 = new Vertex(-b, -a, 0);
- // Base Faces of the Icosahedron (20)
- SphereLODTriangle(v1, v2, v3, diameter, LOD, m);
- SphereLODTriangle(v4, v3, v2, diameter, LOD, m);
- SphereLODTriangle(v4, v5, v6, diameter, LOD, m);
- SphereLODTriangle(v4, v9, v5, diameter, LOD, m);
- SphereLODTriangle(v1, v7, v8, diameter, LOD, m);
- SphereLODTriangle(v1, v10, v7, diameter, LOD, m);
- SphereLODTriangle(v5, v11, v12, diameter, LOD, m);
- SphereLODTriangle(v7, v12, v11, diameter, LOD, m);
- SphereLODTriangle(v3, v6, v10, diameter, LOD, m);
- SphereLODTriangle(v12, v10, v6, diameter, LOD, m);
- SphereLODTriangle(v2, v8, v9, diameter, LOD, m);
- SphereLODTriangle(v11, v9, v8, diameter, LOD, m);
- SphereLODTriangle(v4, v6, v3, diameter, LOD, m);
- SphereLODTriangle(v4, v2, v9, diameter, LOD, m);
- SphereLODTriangle(v1, v3, v10, diameter, LOD, m);
- SphereLODTriangle(v1, v8, v2, diameter, LOD, m);
- SphereLODTriangle(v7, v10, v12, diameter, LOD, m);
- SphereLODTriangle(v7, v11, v8, diameter, LOD, m);
- SphereLODTriangle(v5, v12, v6, diameter, LOD, m);
- SphereLODTriangle(v5, v9, v11, diameter, LOD, m);
- // Scale the mesh based on our prim scale
- foreach (Vertex v in m.vertices)
- {
- v.X *= size.X;
- v.Y *= size.Y;
- v.Z *= size.Z;
- }
- // This was built with the normals pointing inside..
- // therefore we have to invert the normals
- foreach (Triangle t in m.triangles)
- {
- t.invertNormal();
- }
- // Dump the faces for visualization in blender.
- m.DumpRaw(baseDir, primName, "Icosahedron");
- return m;
- }
- private SculptMesh CreateSculptMesh(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
- {
- SculptMesh sm = new SculptMesh(primShape.SculptData, lod);
- // Scale the mesh based on our prim scale
- foreach (Vertex v in sm.vertices)
- {
- v.X *= 0.5f;
- v.Y *= 0.5f;
- v.Z *= 0.5f;
- v.X *= size.X;
- v.Y *= size.Y;
- v.Z *= size.Z;
- }
- // This was built with the normals pointing inside..
- // therefore we have to invert the normals
- foreach (Triangle t in sm.triangles)
- {
- t.invertNormal();
- }
- sm.DumpRaw(baseDir, primName, "Sculpt");
- return sm;
- }
- private static Mesh CreateCircularProfileMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
- {
- UInt16 hollowFactor = primShape.ProfileHollow;
- UInt16 profileBegin = primShape.ProfileBegin;
- UInt16 profileEnd = primShape.ProfileEnd;
- UInt16 taperX = primShape.PathScaleX;
- UInt16 taperY = primShape.PathScaleY;
- UInt16 pathShearX = primShape.PathShearX;
- UInt16 pathShearY = primShape.PathShearY;
- Int16 twistBot = primShape.PathTwist;
- Int16 twistTop = primShape.PathTwistBegin;
- HollowShape hollowShape = primShape.HollowShape;
- //Console.WriteLine("pathTwist: " + primShape.PathTwist.ToString() + " pathTwistBegin: " + primShape.PathTwistBegin.ToString());
- SimpleHull outerHull = new SimpleHull();
- //Console.WriteLine("primShape.ProfileCurve & 0x07: " + Convert.ToString(primShape.ProfileCurve & 0x07));
- if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- //if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle
- // || (primShape.ProfileCurve & 0x07) == (byte) ProfileShape.Square)
- {
- //Console.WriteLine("Meshmerizer thinks " + primName + " is a TORUS");
- if (hollowShape == HollowShape.Same)
- hollowShape = HollowShape.Circle;
- // build the profile shape
- // counter-clockwise around the quadrants, start at 45 degrees
- outerHull.AddVertex(new Vertex(0.353553f, 0.353553f, 0.0f)); // 45 degrees
- outerHull.AddVertex(new Vertex(0.250000f, 0.433013f, 0.0f)); // 60 degrees
- outerHull.AddVertex(new Vertex(0.129410f, 0.482963f, 0.0f)); // 75 degrees
- outerHull.AddVertex(new Vertex(0.000000f, 0.500000f, 0.0f)); // 90 degrees
- outerHull.AddVertex(new Vertex(-0.129410f, 0.482963f, 0.0f)); // 105 degrees
- outerHull.AddVertex(new Vertex(-0.250000f, 0.433013f, 0.0f)); // 120 degrees
- outerHull.AddVertex(new Vertex(-0.353553f, 0.353553f, 0.0f)); // 135 degrees
- outerHull.AddVertex(new Vertex(-0.433013f, 0.250000f, 0.0f)); // 150 degrees
- outerHull.AddVertex(new Vertex(-0.482963f, 0.129410f, 0.0f)); // 165 degrees
- outerHull.AddVertex(new Vertex(-0.500000f, 0.000000f, 0.0f)); // 180 degrees
- outerHull.AddVertex(new Vertex(-0.482963f, -0.129410f, 0.0f)); // 195 degrees
- outerHull.AddVertex(new Vertex(-0.433013f, -0.250000f, 0.0f)); // 210 degrees
- outerHull.AddVertex(new Vertex(-0.353553f, -0.353553f, 0.0f)); // 225 degrees
- outerHull.AddVertex(new Vertex(-0.250000f, -0.433013f, 0.0f)); // 240 degrees
- outerHull.AddVertex(new Vertex(-0.129410f, -0.482963f, 0.0f)); // 255 degrees
- outerHull.AddVertex(new Vertex(0.000000f, -0.500000f, 0.0f)); // 270 degrees
- outerHull.AddVertex(new Vertex(0.129410f, -0.482963f, 0.0f)); // 285 degrees
- outerHull.AddVertex(new Vertex(0.250000f, -0.433013f, 0.0f)); // 300 degrees
- outerHull.AddVertex(new Vertex(0.353553f, -0.353553f, 0.0f)); // 315 degrees
- outerHull.AddVertex(new Vertex(0.433013f, -0.250000f, 0.0f)); // 330 degrees
- outerHull.AddVertex(new Vertex(0.482963f, -0.129410f, 0.0f)); // 345 degrees
- outerHull.AddVertex(new Vertex(0.500000f, 0.000000f, 0.0f)); // 0 degrees
- outerHull.AddVertex(new Vertex(0.482963f, 0.129410f, 0.0f)); // 15 degrees
- outerHull.AddVertex(new Vertex(0.433013f, 0.250000f, 0.0f)); // 30 degrees
- }
- else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Square) // a ring
- {
- //Console.WriteLine("Meshmerizer thinks " + primName + " is a TUBE");
- if (hollowShape == HollowShape.Same)
- hollowShape = HollowShape.Square;
- outerHull.AddVertex(new Vertex(+0.5f, +0.5f, 0.0f));
- outerHull.AddVertex(new Vertex(-0.5f, +0.5f, 0.0f));
- outerHull.AddVertex(new Vertex(-0.5f, -0.5f, 0.0f));
- outerHull.AddVertex(new Vertex(+0.5f, -0.5f, 0.0f));
- }
- else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- //Console.WriteLine("Meshmerizer thinks " + primName + " is a RING");
- if (hollowShape == HollowShape.Same)
- hollowShape = HollowShape.Triangle;
- outerHull.AddVertex(new Vertex(+0.255f, -0.375f, 0.0f));
- outerHull.AddVertex(new Vertex(+0.25f, +0.375f, 0.0f));
- outerHull.AddVertex(new Vertex(-0.5f, +0.0f, 0.0f));
- }
- else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- //Console.WriteLine("Meshmerizer thinks " + primName + " is a SPHERE");
- if (hollowShape == HollowShape.Same)
- hollowShape = HollowShape.Circle;
- // not implemented here, use old routine
- return CreateSphereMesh(primName, primShape, size);
- }
- // Deal with cuts now
- if ((profileBegin != 0) || (profileEnd != 0))
- {
- double fProfileBeginAngle = profileBegin / 50000.0 * 360.0;
- // In degree, for easier debugging and understanding
- //fProfileBeginAngle -= (90.0 + 45.0); // for some reasons, the SL client counts from the corner -X/-Y
- double fProfileEndAngle = 360.0 - profileEnd / 50000.0 * 360.0; // Pathend comes as complement to 1.0
- //fProfileEndAngle -= (90.0 + 45.0);
- if (fProfileBeginAngle < fProfileEndAngle)
- fProfileEndAngle -= 360.0;
- // Note, that we don't want to cut out a triangle, even if this is a
- // good approximation for small cuts. Indeed we want to cut out an arc
- // and we approximate this arc by a polygon chain
- // Also note, that these vectors are of length 1.0 and thus their endpoints lay outside the model space
- // So it can easily be subtracted from the outer hull
- int iSteps = (int)(((fProfileBeginAngle - fProfileEndAngle) / 45.0) + .5);
- // how many steps do we need with approximately 45 degree
- double dStepWidth = (fProfileBeginAngle - fProfileEndAngle) / iSteps;
- Vertex origin = new Vertex(0.0f, 0.0f, 0.0f);
- // Note the sequence of vertices here. It's important to have the other rotational sense than in outerHull
- SimpleHull cutHull = new SimpleHull();
- cutHull.AddVertex(origin);
- for (int i = 0; i < iSteps; i++)
- {
- double angle = fProfileBeginAngle - i * dStepWidth; // we count against the angle orientation!!!!
- Vertex v = Vertex.FromAngle(angle * Math.PI / 180.0);
- cutHull.AddVertex(v);
- }
- Vertex legEnd = Vertex.FromAngle(fProfileEndAngle * Math.PI / 180.0);
- // Calculated separately to avoid errors
- cutHull.AddVertex(legEnd);
- // m_log.DebugFormat("Starting cutting of the hollow shape from the prim {1}", 0, primName);
- SimpleHull cuttedHull = SimpleHull.SubtractHull(outerHull, cutHull);
- if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- Quaternion zFlip = new Quaternion(new Vertex(0.0f, 0.0f, 1.0f), (float)Math.PI);
- Vertex vTmp = new Vertex(0.0f, 0.0f, 0.0f);
- foreach (Vertex v in cuttedHull.getVertices())
- if (v != null)
- {
- vTmp = v * zFlip;
- v.X = vTmp.X;
- v.Y = vTmp.Y;
- v.Z = vTmp.Z;
- }
- }
- outerHull = cuttedHull;
- }
- // Deal with the hole here
- if (hollowFactor > 0)
- {
- SimpleHull holeHull;
- if (hollowShape == HollowShape.Triangle)
- {
- holeHull = new SimpleHull();
- float hollowFactorF = (float) hollowFactor / 50000.0f;
- if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- holeHull.AddVertex(new Vertex(+0.125f * hollowFactorF, -0.1875f * hollowFactorF, 0.0f));
- holeHull.AddVertex(new Vertex(-0.25f * hollowFactorF, -0f * hollowFactorF, 0.0f));
- holeHull.AddVertex(new Vertex(+0.125f * hollowFactorF, +0.1875f * hollowFactorF, 0.0f));
- }
- else
- {
- holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f));
- holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, -0f * hollowFactorF, 0.0f));
- holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f));
- ////holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, -0f * hollowFactorF, 0.0f));
- ////holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f));
-
- ////holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f));
- //holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f));
- //holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, -0.45f * hollowFactorF, 0.0f));
- //holeHull.AddVertex(new Vertex(+0.25f * hollowFactorF, +0.45f * hollowFactorF, 0.0f));
- ////holeHull.AddVertex(new Vertex(-0.5f * hollowFactorF, +0f * hollowFactorF, 0.0f));
- }
- }
- else
- {
- holeHull = BuildHoleHull(primShape, primShape.ProfileShape, primShape.HollowShape, hollowFactor);
- }
- if (holeHull != null)
- {
- SimpleHull hollowedHull = SimpleHull.SubtractHull(outerHull, holeHull);
- outerHull = hollowedHull;
- }
- }
- Mesh m = new Mesh();
- Vertex Seed1 = new Vertex(0.0f, -10.0f, 0.0f);
- Vertex Seed2 = new Vertex(-10.0f, 10.0f, 0.0f);
- Vertex Seed3 = new Vertex(10.0f, 10.0f, 0.0f);
- m.Add(Seed1);
- m.Add(Seed2);
- m.Add(Seed3);
- m.Add(new Triangle(Seed1, Seed2, Seed3));
- m.Add(outerHull.getVertices());
- InsertVertices(m.vertices, 3, m.triangles);
- m.DumpRaw(baseDir, primName, "Proto first Mesh");
- m.Remove(Seed1);
- m.Remove(Seed2);
- m.Remove(Seed3);
- m.DumpRaw(baseDir, primName, "Proto seeds removed");
- m.RemoveTrianglesOutside(outerHull);
- m.DumpRaw(baseDir, primName, "Proto outsides removed");
- foreach (Triangle t in m.triangles)
- t.invertNormal();
- Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
- //Console.WriteLine("primShape.PathScaleX: " + primShape.PathScaleX.ToString() + " primShape.PathScaleY: " + primShape.PathScaleY.ToString());
- //Console.WriteLine("primShape.PathSkew: " + primShape.PathSkew.ToString() + " primShape.PathRadiusOffset: " + primShape.PathRadiusOffset.ToString() + " primShape.pathRevolutions: " + primShape.PathRevolutions.ToString());
- float skew = primShape.PathSkew * 0.01f;
- float pathScaleX = (float)(200 - primShape.PathScaleX) * 0.01f;
- float pathScaleY = (float)(200 - primShape.PathScaleY) * 0.01f;
- //Console.WriteLine("PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
- float profileXComp = pathScaleX * (1.0f - Math.Abs(skew));
- foreach (Vertex v in m.vertices)
- if (v != null)
- {
- v.X *= profileXComp;
- v.Y *= pathScaleY;
- //v.Y *= 0.5f; // torus profile is scaled in y axis
- }
- Extruder extr = new Extruder();
- extr.size = size;
- extr.pathScaleX = pathScaleX;
- extr.pathScaleY = pathScaleY;
- extr.pathCutBegin = 0.00002f * primShape.PathBegin;
- extr.pathCutEnd = 0.00002f * (50000 - primShape.PathEnd);
- extr.pathBegin = primShape.PathBegin;
- extr.pathEnd = primShape.PathEnd;
- extr.skew = skew;
- extr.revolutions = 1.0f + (float)primShape.PathRevolutions * 3.0f / 200.0f;
- //System.Console.WriteLine("primShape.PathBegin: " + primShape.PathBegin.ToString() + " primShape.PathEnd: " + primShape.PathEnd.ToString());
- //System.Console.WriteLine("extr.pathCutBegin: " + extr.pathCutBegin.ToString() + " extr.pathCutEnd: " + extr.pathCutEnd.ToString());
- //System.Console.WriteLine("extr.revolutions: " + extr.revolutions.ToString());
- //System.Console.WriteLine("primShape.PathTaperX: " + primShape.PathTaperX.ToString());
- //System.Console.WriteLine("primShape.PathTaperY: " + primShape.PathTaperY.ToString());
- extr.pathTaperX = 0.01f * (float)primShape.PathTaperX;
- extr.pathTaperY = 0.01f * (float)primShape.PathTaperY;
- extr.radius = 0.01f * (float)primShape.PathRadiusOffset;
- //System.Console.WriteLine("primShape.PathRadiusOffset: " + primShape.PathRadiusOffset.ToString());
-
- if (pathShearX != 0)
- {
- if (pathShearX > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushX = (((float)(256 - pathShearX) / 100) * -1f);
- //m_log.Warn("pushX: " + extr.pushX);
- }
- else
- {
- extr.pushX = (float)pathShearX / 100;
- //m_log.Warn("pushX: " + extr.pushX);
- }
- }
- if (pathShearY != 0)
- {
- if (pathShearY > 50)
- {
- // Complimentary byte. Negative values wrap around the byte. Positive values go up to 50
- extr.pushY = (((float)(256 - pathShearY) / 100) * -1f);
- //m_log.Warn("pushY: " + extr.pushY);
- }
- else
- {
- extr.pushY = (float)pathShearY / 100;
- //m_log.Warn("pushY: " + extr.pushY);
- }
- }
- extr.twistTop = (float)primShape.PathTwist * (float)Math.PI * 0.02f;
- extr.twistBot = (float)primShape.PathTwistBegin * (float)Math.PI * 0.02f;
- //System.Console.WriteLine("[MESH]: twistTop = " + twistTop.ToString() + "|" + extr.twistTop.ToString() + ", twistMid = " + twistMid.ToString() + "|" + extr.twistMid.ToString() + ", twistbot = " + twistBot.ToString() + "|" + extr.twistBot.ToString());
- Mesh result = extr.ExtrudeCircularPath(m);
- result.DumpRaw(baseDir, primName, "Z extruded");
- return result;
- }
- public static void CalcNormals(Mesh mesh)
- {
- int iTriangles = mesh.triangles.Count;
- mesh.normals = new float[iTriangles*3];
- int i = 0;
- foreach (Triangle t in mesh.triangles)
- {
- float ux, uy, uz;
- float vx, vy, vz;
- float wx, wy, wz;
- ux = t.v1.X;
- uy = t.v1.Y;
- uz = t.v1.Z;
- vx = t.v2.X;
- vy = t.v2.Y;
- vz = t.v2.Z;
- wx = t.v3.X;
- wy = t.v3.Y;
- wz = t.v3.Z;
- // Vectors for edges
- float e1x, e1y, e1z;
- float e2x, e2y, e2z;
- e1x = ux - vx;
- e1y = uy - vy;
- e1z = uz - vz;
- e2x = ux - wx;
- e2y = uy - wy;
- e2z = uz - wz;
- // Cross product for normal
- float nx, ny, nz;
- nx = e1y*e2z - e1z*e2y;
- ny = e1z*e2x - e1x*e2z;
- nz = e1x*e2y - e1y*e2x;
- // Length
- float l = (float) Math.Sqrt(nx*nx + ny*ny + nz*nz);
- // Normalized "normal"
- nx /= l;
- ny /= l;
- nz /= l;
- mesh.normals[i] = nx;
- mesh.normals[i + 1] = ny;
- mesh.normals[i + 2] = nz;
- i += 3;
- }
- }
- public static Vertex midUnitRadialPoint(Vertex a, Vertex b, float radius)
- {
- Vertex midpoint = new Vertex(a + b) * 0.5f;
- return (midpoint.normalize() * radius);
- }
- public static void SphereLODTriangle(Vertex a, Vertex b, Vertex c, float diameter, float LOD, Mesh m)
- {
- Vertex aa = a - b;
- Vertex ba = b - c;
- Vertex da = c - a;
- if (((aa.length() < LOD) && (ba.length() < LOD) && (da.length() < LOD)))
- {
- // We don't want duplicate verticies. Duplicates cause the scale algorithm to produce a spikeball
- // spikes are novel, but we want ellipsoids.
- if (!m.vertices.Contains(a))
- m.Add(a);
- if (!m.vertices.Contains(b))
- m.Add(b);
- if (!m.vertices.Contains(c))
- m.Add(c);
- // Add the triangle to the mesh
- Triangle t = new Triangle(a, b, c);
- m.Add(t);
- }
- else
- {
- Vertex ab = midUnitRadialPoint(a, b, diameter);
- Vertex bc = midUnitRadialPoint(b, c, diameter);
- Vertex ca = midUnitRadialPoint(c, a, diameter);
- // Recursive! Splits the triangle up into 4 smaller triangles
- SphereLODTriangle(a, ab, ca, diameter, LOD, m);
- SphereLODTriangle(ab, b, bc, diameter, LOD, m);
- SphereLODTriangle(ca, bc, c, diameter, LOD, m);
- SphereLODTriangle(ab, bc, ca, diameter, LOD, m);
- }
- }
- public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
- {
- Mesh mesh = null;
- if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
- {
-
- SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod);
- mesh = (Mesh)smesh;
- CalcNormals(mesh);
- }
- else if ((primShape.ProfileCurve & (byte)ProfileShape.Square) == (byte)ProfileShape.Square)
- {
- if (primShape.PathCurve == (byte)LLObject.PathCurve.Line)
- { // its a box
- mesh = CreateBoxMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- else if (primShape.PathCurve == (byte)LLObject.PathCurve.Circle)
- { // tube
- // do a cylinder for now
- //mesh = CreateCylinderMesh(primName, primShape, size);
- mesh = CreateCircularProfileMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- }
- else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
- {
- if (primShape.PathCurve == (byte)Extrusion.Straight)
- {
- mesh = CreateCylinderMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- // look at LLObject.cs in libsecondlife for how to know the prim type
- // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- else if (primShape.PathCurve == (byte) Extrusion.Curve1 && LLObject.UnpackPathScale(primShape.PathScaleY) <= 0.75f)
- { // dahlia's favorite, a torus :)
- mesh = CreateCircularProfileMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- }
- else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
- {
- if (primShape.PathCurve == (byte)Extrusion.Curve1 || primShape.PathCurve == (byte) Extrusion.Curve2)
- {
- mesh = CreateSphereMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- }
- else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
- {
- if (primShape.PathCurve == (byte)Extrusion.Straight)
- {
- mesh = CreatePrismMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- else if (primShape.PathCurve == (byte) Extrusion.Curve1)
- { // a ring - do a cylinder for now
- //mesh = CreateCylinderMesh(primName, primShape, size);
- mesh = CreateCircularProfileMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- }
- else // just do a box
- {
- mesh = CreateBoxMesh(primName, primShape, size);
- CalcNormals(mesh);
- }
- //else
- //{
- // switch (primShape.ProfileShape)
- // {
- // case ProfileShape.Square:
- // mesh = CreateBoxMesh(primName, primShape, size);
- // CalcNormals(mesh);
- // break;
- // case ProfileShape.Circle:
- // if (primShape.PathCurve == (byte)Extrusion.Straight)
- // {
- // mesh = CreateCylinderMesh(primName, primShape, size);
- // CalcNormals(mesh);
- // }
- // // look at LLObject.cs in libsecondlife for how to know the prim type
- // // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
- // else if ((primShape.ProfileCurve & 0x07) == (byte)LLObject.ProfileCurve.Circle && LLObject.UnpackPathScale(primShape.PathScaleY) <= 0.75f)
- // { // dahlia's favorite, a torus :)
- // mesh = CreateCylinderMesh(primName, primShape, size);
- // CalcNormals(mesh);
- // }
- // break;
- // case ProfileShape.HalfCircle:
- // if (primShape.PathCurve == (byte)Extrusion.Curve1)
- // {
- // mesh = CreateSphereMesh(primName, primShape, size);
- // CalcNormals(mesh);
- // }
- // break;
- // case ProfileShape.EquilateralTriangle:
- // mesh = CreatePrismMesh(primName, primShape, size);
- // CalcNormals(mesh);
- // break;
- // default:
- // mesh = CreateBoxMesh(primName, primShape, size);
- // CalcNormals(mesh);
- // //Set default mesh to cube otherwise it'll return
- // // null and crash on the 'setMesh' method in the physics plugins.
- // //mesh = null;
- // break;
- // }
- //}
- return mesh;
- }
- }
- }
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